Skill Order

Champion Matchups

Changelog

03/05/2013 - Released guide

Introduction

Quinn is an AD carry with weak early game, but scales extremely well into mid and late. Her specialty lies in her ability to catch out and chase down lone targets and with her skillset, she is able to beat most champions in a 1v1 situation. Her high movement speed when using Tag Team even allows her to split push away from her team and still get to any fight very quickly.

Masteries

21/9/0:
This page is the best as Quinn is not very mana hungry. The extra few points in Defense help with Quinn's squishiness.

21/5/4:
This page is an option if you find yourself running out of mana a lot.

Runes

Marks:

Attack Damage

AD runes help with last hitting and are stronger for early engagements.

Armor Penetration

Armor Pen scales better into mid and late game, but it is harder to last hit, especially when under tower.

Seals:

Armor (Flat)
Armor is the best option for an AD carry that plays 2v2, as the extra tankiness is a requirement.

Glyphs:

Magic Resistance (Flat/Scaling)
MR flat is preferable against lanes with magic damage, while scaling is better if the lane does not as it'll be stronger mid and late game.

Quintessences:

Attack Damage
AD is for a stronger early game and is the better choice of quints.

Armor Penetration
Armor Pen on quints aren't as efficient, but are an option for a full armor penetration page.

Summoner Spells

Explanation:
Barrier is a strong summoner spell when the opposing team does not have any skills that Cleanse works on and you wish to scale better into mid and late game.

Explanation:
Cleanse is an excellent choice if the enemy team has high range AoE CCs that can be Cleansed.

Explanation:
Ignite is still an option, but since Quinn scales so well, it may be better to opt for the defensive summoner spells instead. Ignite, however, does open up for more killing opportunities.

Skills

Passive: Harrier

Explanation:
Every once in a while, Valor flies down and marks a target. The next time you attack that target, Quinn does bonus damage.

Note: You need to wait for Valor to land on the target before attacking or it won't proc, even if the target reticule appears.

Q: Blinding Assault

Explanation:
This is Quinn's main skill. Landing Blinding Assault is crucial in any dueling or teamfight situation.

As Quinn, Blinding Assault is a ranged AoE skillshot, but as Valor, Blinding Assault is an AoE around the character.

W: Heightend Senses

Explanation:
Heightened Senses activate when Quinn procs her passive. When playing as Valor, the attack speed bonus has 100% uptime and has double the attack speed. When Heightened Senses is activated, vision is granted for about a second in an AoE around Quinn/Valor.

E: Vault

Explanation:
Vault allows Quinn to dash towards a target and mark them with her passive, Quinn then jumps back a bit. As Valor, you only dash for gapclosing and a bit of damage.

Note: When using Vault as Quinn, you leap further the closer you are to the target. Meaning that if you are far, you actually move slightly closer.

Also, you can use items, such as when you're leaping in!

R: Tag Team / Skystrike

Explanation:
Transform Quinn into Valor. Valor has a huge movespeed boost, slightly different abilities and attacks much faster due to always being on. Activate this skill again to activate Skystrike, which is an AoE nuke around Quinn.

Skill Order

> > >

Maxing over :
The lower cooldown and increased damage on your blind and waveclear skill makes it the clear choice to max first. Vault also has a slow animation causing Quinn to lose valuable attacking time during a close fight.

Maxing over :
One point in Heightened Sense is enough for the majority of the game. Extra points into Vault increases Quinn's burst damage and allows for more procs of her passive.

Item Builds

Start:/+

Doran's Blade is preferred in most lanes. Elixir and pots are an option against difficult lanes, in which the extra HP and AD will help win lane.

Early: -> ->

Vamp Scepter into Cutlass and then Blade of the Ruined King is the best first item for Quinn. Not only does the item give important stats in the form of lifesteal, attack speed and AD, Quinn uses the active extremely well due to her strong dueling capabilities.

Boots:/

Berserkers Greaves is the preferred AD carry boots in most situations as the extra attack speed is amazing.

Mercury Treads is an option against multiple CCs and you don't have Cleanse.

Enchantments:/

Furor is the best option for kiting and chasing, but Distortion can be needed against teams that require a lower cooldown on Flash (Malphite mainly).

Necessary://

Infinity Edge is the strongest AD item and should be built whenever possible. The crit damage from this item cause AD carries to do a lot of damage.

Last Whisper should be bought once teams group up completely and the enemy team is starting to purchase armor. The armor penetration is needed to keep up in damage.

Phantom Dancer augments the rest of Quinn's damage and should be bought after at least one AD item.

Optional:/

Bloodthirster is an option late game after BotRK/IE/PD/LW are complete and you wish to build more damage.

Statikk Shiv is an option over Bloodthirster if you want the extra wave clear, but PD is generally better.

Defensive:/+///

Randuin's Omen is a very strong item against bruisers and other sources of AD damage. The extra HP also greatly benefits Quinn, but is a bit expensive.

Quicksilver Sash + Mercurial Scimitar should be bought if the extra Cleanse is needed.

Guardian Angel is still a decent item despite the many nerfs to it and is an option for survivability.

Banshee's Veil is the other option against heavy magic damage teams, especially if QSS' Cleanse can't be put to use. The extra HP is also nice, but is quite a bit more expensive than QSS.

Warmog's Armor is another option for late game survivability.

Laning Synergies

Synergy:

Explanation:
Alistar's combo allows Quinn to land skillshots and get numerous autoattacks off. His heal helps Quinn to survive early game, while constantly has pressure with his strong ganking potential.

Synergy:

Explanation:
Blitzcrank isn't ideal with Quinn as he is too dependent on his grab and Quinn doesn't have enough burst damage to kill targets quickly.

Synergy:

Explanation:
Fiddlesticks has a lot of CC that Quinn can benefit off of. Unfortunately, Fiddlesticks' poor early game doesn't work well with Quinn's low attack range.

Synergy:

Explanation:
This lane is very dependent on how good the Janna is at blocking poke. Pre level 5, Quinn and Janna will be forced back to tower and have very little pressure on the lane. But with enough level into both their skills, Quinn and Janna will slowly outscale and start to have killing potential.

Synergy:

Explanation:
Leona's combo will set up very easy kills for Quinn. As long as Quinn isn't denied of too much farm in the early stages, the lane will eventually snowball, especially at level 6.

Synergy:

Explanation:
Lulu's strong pokes help Quinn reach mid game. Lulu can easily poke at the enemy laners in a way that Quinn will be able to free farm and outscale. Lulu's impressive arsenal CC allows Quinn to use safely in a 2v2 situation.

Synergy:

Explanation:
Quinn doesn't work well in an all-in fight and doesn't work well with Morgana's snare. Morgana simply doesn't work with Quinn.

Synergy:

Explanation:
Nami's balanced nature works well with Quinn. While this lane will have a bit of trouble early on, Nami and Quinn will have a lot of pressure the moment both hit 6.

Synergy:

Explanation:
Nunu can augment Quinn's damage greatly, but Nunu's weak early game can cause a ton of headache for this lane.

Synergy:

Explanation:
Soraka's passive nature results in a lane that will be abused and harassed down. If this lane can survive until several ranks into her heal, then it'll be fine. However, chances are they will get abused.

Synergy:

Explanation:
Sona's strong harass and sustain are perfect for Quinn. Sona's strength in early game helps Quinn out in her weakest area and Sona's ultimate can help Quinn greatly.

Synergy:

Explanation:
Taric can set up very easy harass opportunities and combined with Quinn's , it's actually extremely difficult to beat this lane in a 1v1.

Synergy:

Explanation:
Thresh's fairly strong early game makes up for Quinn's weak point. Quinn's all-in damage is decently high and works well with Thresh's engages, especially by using his lantern. Surprisingly, this lane is actually pretty strong.

Synergy:

Explanation:
Zyra's spells do a lot of damage to make up for Quinn's weak early laning. Her snare also allows Quinn to land her blind easily. As long as Zyra and Quinn land their spells, this lane is fairly strong.

Team Fights

Like any AD carry, simply focus the closest target and never die past champions for kills. Quinn is not tanky and can't afford to take unnecessary damage from enemy front liners.

Final Comments

Quinn is a strong scaling AD carry that has a fairly weak early game. She isn't too difficult to play, but is very reliant on landing her one skillshot. Overall, Quinn is a very fun AD carry and carries a fairly unique playstyle with her.

Comments

OIIIIIIIIIIIIIIII! Quinn escapes are amazing when you know her. The vault is a brilliant trap to escape, you go right next to them and vault over a wall, or even just towards your turret, works nearly every time for me. :)

Hey not bad most of it id agree with :D .. 1 comment or something ive noticed, for best nuking ability while making the most out of her passive you use E after you hit a marked target with auto attack, reason is it will remark them for another attack increasing your output. Try it out in your next game, you'll see what i mean. But other then what Ive found out nice guide.

Quinn is Amazingly fun and i'm glad we have the obviously Superior Quinn guide out now as maxing E first makes no sense to me (Q like you suggested is much better) while she can be tricky to use she's a very rewarding carry hope you all enjoy playing her.